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Lines

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Everything posted by Lines

  1. A few people have noticed that Gaussian's never seems to proc in combat teleport. Even with the low proc rate, a lot of spamming it hasn't fired it off.
  2. About WH. Playing with it a bit, firing it off twice is ok, but seeing that animation twice as much is a bit irritating to watch. Is it possible for the EF-charged attack to get a different animation? Such as footstomp's punch variation? (Though I would prefer just toning down the damage bonus too. Not sure how that balances though.)
  3. I believe they're using Street Justice as a stand-in.
  4. Welcome back! We missed your Snark! ❤️
  5. I agree with this, and not just for the sake of convenience. I think it's a better narrative opportunity to give stories and events a sense of place in the city. It needn't be with every mission where it's already contextualised somewhere specific, but it would be good for this to become the general rule. It's been suggested before and I like it - it's a big job, though, so doubtful it'll happen this page.
  6. Sorry to break it to you, but those numbers are kinda middling. One thing to account for is that Hide provides extra defence when not in combat, including that big boost to AoE Def. Everything else will drop (I think) that second 4.33%. Good that you're having a great experience with it, though!
  7. Interestingly, I hit 35 in one run, lowest difficulty.
  8. It was a page 4 change, from January this year: Page 4 Patch Notes The homecoming wiki was copied from Paragon Wiki some time after that. A lot of it has been updated to reflect homecoming, but there are bound to be gaps that have been missed. Thanks for pointing one out! 🙂
  9. I think the Homecoming wiki needs updating if it isn't there. Gauntlet itself does show the range buff: The changes are there to help Tankers retain their aggro more than anything, but also to give them a role as trash mob clearers.
  10. Sure, but the SG beacon exit isn't far at all from the Ouro exit, and i27 will place them even closer together. You'd be flying either way.
  11. Gave it a shot, but still had the issue. If I take /vis_scale much higher I lose framerates. To demonstrate, the green mountain ahead pops in and out within a couple of metres between two screenshots when suppress filters is switched off:
  12. Here's how I ended up (screenshot is a little darker than the game): I didn't switch on cel shading itself, and transparency quanitization ended up taking too much away from the visuals to me. But the other options just give things a bit more life and style. I'd quite like to have suppress filters switched off, but I was getting pop-in of distant objects.
  13. Try it with more mirrors.
  14. That seems like a very high estimate to me, since using the Ouroboros portal between Talos and IP should shave off the same amount of time as porting to base.
  15. There is an option to have a health and end bar above the character's head. Can't remember exactly where in the options, but I can't live with without it. Literally.
  16. A lot of the travel options we have now started emerging around about the same time. LRT was a bit of a drop in the ocean for the conveniences. The one advantage it did have was being accessible without needing veteran levels or monetary transactions, which are both now irrelevant. The big disadvantage was that it chewed up not just a power pick, but at least three and a power pool choice. I never took it, but I'm interested in how it was used by those who did. Did you use it to go everywhere that it allowed, or just to specific places? It feels to me like I'd only bother getting zone badges for places that are usually annoying to get to, but even then I'll probably just carry on doing Ouro > Talos > Everywhere or Ouro > Grandville > Everywhere.
  17. I do agree that TT > Base Portal, and the prices should reflect this. But also Base Portal > Base Transporter, so there might be some pushing and pulling with prices to figure out its value.
  18. Link to the bug post. There's some general feedback in there as well, it seems. I think it might be better off in this post, just to make methodically going through feedback a little easier.
  19. Sure, but I was finding I'd want to chuck in WH to whittle a crowd or just energy punch to shave off the last bit of HP after TF. Like, I don't feel straight-jacketed is what I'm saying or that I had to learn any rotations. Even if I do use another EF-consuming power by mistake, TF is back up pretty quick. Too many acronyms.
  20. Ki Push + Combat Teleport is my new favourite combo.
  21. I was wondering something like this as well (namely a droppable and tradeable salvage or droppable base portal charges - a lot like maybe with inspirations), but I feel like it's best not to try to balance against the knee-jerk response to the changes and let a new status quo settle in over a few months of these changes being committed to live. I'm really, really glad to see a lot less obsolescence caused by /enterbasefrompasscode. It made the game feel lazy and messy to me. I think some of the variety could be consolidated, but I'm glad that there is a variety of good and circumstantial options for getting around the world, rather than a whole lot of universally inferior ones. That said, I still don't like the TUNNEL system. Bite me.
  22. I did a search to see if this has been mentioned yet, but didn't see it The timing of Total Focus while hovering seems to return to the slow animation regularly. The attack will hit and proc EF when the character is at the apex of the jump and the animation time is >2.52s suggested in the power info window. I've played around but can't figure out why this is only happening sometimes (I was suspecting that it had something to do with which animation I was using it from, but couldn't reliably get it to slow down/speed up). The speed of the attack seemed consistent on the ground.
  23. My best guess around that issue is that various events over the last year have meant that the devs have been unable to consolidate their changes into one place - I imagine doing so takes a long sustained effort from everyone. But they were still able to develop things individually, which inflated the consolidation problem. It sounded to me like a few months ago they hit the breaks on what they were doing in their own sandbox builds in order to get serious about getting it together. In a way, it's no bad thing that this one is so big. The dev team can trial how much & often releasing content works for them. This end of the spectrum seems to be above a comfortable capacity. /speculation
  24. Calling it a combo mechanic isn't quite right. That suggests you must use TF to ET adjacently. But energy focus from TF sticks around for a while. You can fit a lot in that cap before firing off ET. This coming from a self-confessed button masher. Other ways to proc EF might be nice, but I imagine this was tried and found to be off balance.
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